Author Topic: Area and tile lighting  (Read 1031 times)

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Area and tile lighting
« on: September 08, 2015, 10:41:36 am »


               

Can anyone explain the exact relationship between area and tile light settings?


 


I couldn't find anything on the Omnibus about this.


 


The Toolset Manual explains ambient / diffuse light and how to change them at area and tile level.


 


Generally, I get the results I want by editing the tile settings.


 


I'd assumed that the area setting was only used to generate the settings for new tiles (with a degree of randomisation).


 


However, yesterday I was working with the Sigil Interior, and the area setting seemed to make a difference.


 


Am I imagining this, or is there is more subtle relationship?



               
               

               
            

Legacy_HarmlessLittleGnome

  • Jr. Member
  • **
  • Posts: 58
  • Karma: +0/-0
Area and tile lighting
« Reply #1 on: September 18, 2015, 03:44:16 am »


               

Proleric, I have the same question, and I give you half an answer, praying you can explain to me the other half.


To edit a tile's lighting I've done the following.

Open a map.

Set to terrain selection.

Right click on a tile.

Select "Tile Properties" (on mine, the only option I see....)

 


and I get what is obviously an option to edit tile lighting. However, everything is greyed out.


(I know a place IRL which is outdoors and the light is often rather pinkish. I'm trying to replicate the effect...)



               
               

               
            

Legacy_HarmlessLittleGnome

  • Jr. Member
  • **
  • Posts: 58
  • Karma: +0/-0
Area and tile lighting
« Reply #2 on: September 18, 2015, 03:45:35 am »


               

Tile settings definitely make a difference. I used to know how to do this and I used to really go to town with them.


Actually, it seems like outdoor settings can't have tile lighting which is very unfortunate. I've remembered how to do it indoors and I'm really not quite sure how to answer you. 


I'd say... yes, it is subtle and yes, subtle things make a big difference.


One of the Batman animated cartoons had batman fighting a couple of thugs with Tommy-guns on a rooftop. I mention this because three things struck me about the scene.


No "combat music" at all.

They're high up on a rooftop... you could hear auto traffic in the distance.

You could hear the clink and tinkle of the shell casings as they hit the ground.


Subtle, but powerful. Same with the light.


I think you'll find it's much more powerful in game than in the editor. 

It won't do unsubtle however.


I hope I've helped.


I'm off in search of how to bathe a rural water tile pink....



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Area and tile lighting
« Reply #3 on: September 18, 2015, 01:04:19 pm »


               


Can anyone explain the exact relationship between area and tile light settings?


 


I couldn't find anything on the Omnibus about this.


 


The Toolset Manual explains ambient / diffuse light and how to change them at area and tile level.


 


Generally, I get the results I want by editing the tile settings.


 


I'd assumed that the area setting was only used to generate the settings for new tiles (with a degree of randomisation).


 


However, yesterday I was working with the Sigil Interior, and the area setting seemed to make a difference.


 


Am I imagining this, or is there is more subtle relationship?




The area light setting is used to randomly change some of the tile lights in a new area. The default is black and that is changed depending on the area light settings.


 


You can change the tile lights yourself. They are the same lights changed by area light settings, but changing them yourself gives you more control about what lighting which tile gets.


 


If you can't change a tile's lights by right clicking on it, the tileset doesn't support tile lights. This is the case with Six's wildwoods tileset and it is the only one I know of that doesn't have tile lights.


 


The area light setting that has the most inpact on tile lighting is the setting for the barrows tileset. It also works well for crypts and tunnels.


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Area and tile lighting
« Reply #4 on: September 18, 2015, 06:38:10 pm »


               


If you can't change a tile's lights by right clicking on it, the tileset doesn't support tile lights. This is the case with Six's wildwoods tileset and it is the only one I know of that doesn't have tile lights.




Several random tiles across all vanilla tilesets have the same issue, however this has been fixed in cp 1.71.



               
               

               
            

Legacy_HarmlessLittleGnome

  • Jr. Member
  • **
  • Posts: 58
  • Karma: +0/-0
Area and tile lighting
« Reply #5 on: September 19, 2015, 05:26:17 am »


               

Can anyone confirm that the rural winter tile set will or will NOT support tile lighting?


I'm pretty sure it won't, but I'd be elated to be proven wrong.


               
               

               
            

Legacy_HarmlessLittleGnome

  • Jr. Member
  • **
  • Posts: 58
  • Karma: +0/-0
Area and tile lighting
« Reply #6 on: September 19, 2015, 05:30:24 am »


               

Scratch that!

Turns out you CAN highlight land hexes. But you cannot Tile Light water.